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build.bat Normal file
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pyinstaller cli.py --onefile -y -n "rise to fall" --add-data="src\levels\testlevel.json;levels" --icon="src\icon.ico"

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build.sh Normal file
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rm -rf "dist/rise to fall.app"
rm -rf "dist/rise to fall"
pyinstaller cli.py -y -w -n "rise to fall" --add-data="src/levels/testlevel.json:levels" --icon="src/icon.icns"
codesign --remove-signature "dist/rise to fall/Python"
codesign --remove-signature "dist/rise to fall.app/Contents/MacOS/Python"
#codesign --remove-signature "dist/fall to rise"

9
cli.py Normal file
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import sys, os, src.main
if __name__ == "__main__":
if getattr(sys, 'frozen', False) and hasattr(sys, '_MEIPASS'):
os.chdir(sys._MEIPASS)
game = src.main.RiseToFall()
game.run();

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readme.md Normal file
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# risetofall
simple inertial platformer
![risetofall demo image](images/risetofall.png)
controls:
control | action
---|---
`w`|jump
`a`|strafe left
`d`|strafe right
`space`|invert gravity
download:
[latest release](https://github.com/Speedy6451/risetofall/releases/latest)
For platforms other than OS X, download source and run `cli.py`.

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src/levels/testlevel.json Normal file
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{
"platforms": [
{
"pos1": [
200,
200
],
"pos2": [
200,
350
],
"width": 4,
"color": ""
},
{
"pos1": [
100,
140
],
"pos2": [
150,
160
],
"width": 4,
"color": ""
},
{
"pos1": [
350,
370
],
"pos2": [
200,
350
],
"width": 4,
"color": ""
},
{
"pos1": [
200,
200
],
"pos2": [
100,
200
],
"width": 4,
"color": ""
},
{
"pos1": [
100,
50
],
"pos2": [
0,
100
],
"width": 4,
"color": ""
},
{
"pos1": [
0,
500
],
"pos2": [
0,
100
],
"width": 4,
"color": ""
},
{
"pos1": [
0,
500
],
"pos2": [
500,
500
],
"width": 4,
"color": ""
},
{
"pos1": [
500,
500
],
"pos2": [
500,
-100
],
"width": 4,
"color": ""
},
{
"pos1": [
0,
-100
],
"pos2": [
500,
-100
],
"width": 4,
"color": ""
},
{
"pos1": [
-150,
100
],
"pos2": [
-50,
1000
],
"width": 4,
"color": ""
},
{
"pos1": [
300,
1000
],
"pos2": [
-50,
1000
],
"width": 4,
"color": ""
},
{
"pos1": [
350,
1000
],
"pos2": [
450,
1000
],
"width": 4,
"color": ""
},
{
"pos1": [
750,
1000
],
"pos2": [
650,
1000
],
"width": 4,
"color": ""
},
{
"pos1": [
870,
900
],
"pos2": [
900,
850
],
"width": 4,
"color": ""
},
{
"pos1": [
1200,
850
],
"pos2": [
1000,
850
],
"width": 4,
"color": ""
},
{
"pos1": [
1350,
850
],
"pos2": [
1900,
850
],
"width": 4,
"color": ""
}
],
"obstacles": [
{
"pos": [
300,300
]
}
],
"playerSpawn": [200,400],
"checkpoints": [
{
"pos": [20,900]
}
],
"switches": [
{
"pos": [1150,800]
}
],
"text": [
{
"text": "a and d to move",
"pos": [20,420],
"color": ""
},
{
"text" : "w to jump",
"pos" : [380,420],
"color" : ""
},
{
"text" : "jump on box for checkpoint",
"pos" : [50,900],
"color" : ""
},
{
"text" : "congratulations, you made it to the end",
"pos" : [1350,800],
"color" : ""
}
],
"upperLimit": 1500,
"lowerLimit": -500
}

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@ -4,35 +4,60 @@ import pymunk, pymunk.pygame_util, pygame, random, json
class Camera(object):
"""
This class implements a simple camera that can pan through the level
This class implements a simple camera that can pan through the level and track an object
"""
def __init__(self, x = 0, y = 0, w=400, h = 600) -> None:
self.x = x
self.y = y
self.w = w
self.h = h
self.tracking = None
self.x = x # cam x offset
self.y = y # cam y offset
self.w = w # cam width
self.h = h # cam height
self.upperLimit = None # max cam y
self.lowerLimit = None # min cam y
self.tracking = None # tracking target
self.speed = 0.1 # tracking speed (get 5% closer to target every frame)
def translate(self, pos):
return (pos[0]-self.x,pos[1]-self.y)
"""
This function translates the given coordinate to give a camera pan effect
"""
return (int(pos[0]-self.x),int(pos[1]-self.y))
def setBounds(self, upperLimit, lowerLimit):
self.upperLimit = upperLimit
self.lowerLimit = lowerLimit
def outOfBounds(self, pos):
if (pos[0]-self.y >self.h or pos[0]-self.y < 0
"""
This function checks if the given coordinate is currently visible. It is used to despawn objects
"""
if (pos[0]-self.y >self.h or pos[0]-self.y < 0
or pos[1]-self.x >self.w or pos[1]-self.x < 0):
return True
else:
return False
def track(self, thing):
"""
This function sets the tracking target
r """
self.tracking = thing
def update(self):
"""
This function is called every frame, and pans toward the given target.
"""
if self.tracking:
target = self.tracking.getPos()
target = (target[0]-(self.w/2),target[1]-(self.h/2))
target = (target[0]-(self.w/2),target[1]-(self.h/2)) # find offset from target
self.x += (target[0]-self.x)/2
self.y += (target[1]-self.y)/2
self.x += (target[0]-self.x)*self.speed # pan toward target at given speed
self.y += (target[1]-self.y)*self.speed
# constrain camera to limits TODO fix, is broken
if self.upperLimit:
self.y = min(self.upperLimit+(self.h/2), self.y)
if self.lowerLimit:
self.y = max(self.lowerLimit-(self.h/2), self.y)
class Thing(object):
"""
@ -42,32 +67,74 @@ class Thing(object):
self._mass = mass # weight
self._moment = moment # rotational inertia
self._bodyType = bodyType # fixed/moving
self._body = pymunk.Body(self._mass,self._moment,self._bodyType)
self._body.position = (400, 0)
self._body = pymunk.Body(self._mass,self._moment,self._bodyType) # body (physics object)
self._body.position = (400, 0) # position
self.visible = True
self._game = game # game object
def setPos(self, x,y):
"""
This function sets the object's position given an x and y coordinate
"""
self._body.position = (x,y)
def setPosList(self, pos):
"""
This function sets the object's position given a coordinate list
"""
self._body.position = pos
def getPos(self):
"""
This function returns the current position as a list
"""
return (self._body.position)
def draw(self):
"""
This function draws the object
It is empty by default as a Thing object has no visual form
"""
pass
class Text(object):
def __init__(self,game,text = 'test',posList = (0,0), color = (0,0,0,1)):
self._game = game
self.text = text
self.pos = posList
self.color = color
self.img = game.font.render(text,True,color)
def draw(self):
self._game._screen.blit(self.img,self._game.camera.translate(self.pos))
class Checkpoint(object):
def __init__(self,game, pos = (0,0)):
self._game = game
self.pos = pos
def draw(self):
playPos = self._game.player.getPos()
if playPos[0] > self.pos[0] and playPos[0] < self.pos[0] + 25 and playPos[1] > self.pos[1] and playPos[1] < self.pos[1] + 25:
print("checkpoint")
self._game.level.level['playerSpawn'] = self.pos
pygame.draw.rect(self._game._screen,(0,255,0,.5),pygame.Rect(self._game.camera.translate(self.pos),(25,25)))
class Circle(Thing):
"""
This class implements a pymunk circle that can be displayed on a pygame window
"""
def __init__(self, game, radius = 80, color = pygame.Color(0,0,255,1), mass = 1, moment = 1666, bodyType = pymunk.Body.DYNAMIC) -> None:
def __init__(self, game, radius = 80, color = pygame.Color(0,0,255,1), mass = 1, moment = 1666, bodyType = pymunk.Body.DYNAMIC, friction = 0, elasticty = 0.05) -> None:
super().__init__(game, mass=mass, moment=moment, bodyType=bodyType)
self.radius = radius
self.color = color
self._poly = pymunk.Circle(self._body,radius)
self._game._space.add(self._body,self._poly)
self.radius = radius # circle radius
self.color = color # circle color
self._poly = pymunk.Circle(self._body,radius) # physics shape
self._poly.friction = friction
self._poly.elasticty = elasticty
self._game._space.add(self._body,self._poly) # add self to physics simulation
def draw(self):
"""
This function draws the circle every frame
"""
if self.visible:
pygame.draw.circle(self._game._screen,self.color,self._game.camera.translate(self._body.position),self.radius)
@ -75,87 +142,105 @@ class Platform(Thing):
"""
This class implements a static platform
"""
def __init__(self, game, pos1 = (20,40), pos2 = (40,40), width = 5, color = pygame.Color(0,0,0,1)) -> None:
def __init__(self, game, pos1 = (20,40), pos2 = (40,40), width = 5, color = pygame.Color(0,0,0,1, friction = .9, elasticty = 0.8)) -> None:
super().__init__(game, bodyType=pymunk.Body.DYNAMIC)
self._body = pymunk.Body(body_type=pymunk.Body.STATIC)
self.color = color
self._pos1 = pos1
self._pos2 = pos2
self._width = width
self._poly = pymunk.Segment(self._body,pos1,pos2,width)
self._game._space.add(self._body,self._poly)
self._body = pymunk.Body(body_type=pymunk.Body.STATIC) # Creates static body (unmovable)
self.color = color # line color
self._pos1 = pos1 # line point 1
self._pos2 = pos2 # line point 2
self._width = width # line width
self._poly = pymunk.Segment(self._body,pos1,pos2,width) # create physics shape
self._poly.friction = 0.6 #TODO figure out why this will not set from var
self._poly.elasticty = 0.0
self._game._space.add(self._body,self._poly) # add self to simulation
def draw(self):
"""
This function draws the platform every frame
"""
if self.visible:
pygame.draw.line(self._game._screen, self.color, self._game.camera.translate(self._pos1), self._game.camera.translate(self._pos2), self._width)
class RainDrop(Thing):
"""
Raindrop
Raindrop class
"""
def __init__(self,game, maxTime):
super().__init__(game, 0.02)
self.radius = 2
self.color = pygame.Color(0,0,255,1)
self._poly = pymunk.Circle(self._body,self.radius)
self._maxTime = maxTime
self._startTime = pygame.time.get_ticks()
self.destroy = False
self._game._space.add(self._body,self._poly)
self._body.position = self._game.camera.translate((random.randint(0,self._game.windowSize[0]),0))
self._body.apply_force_at_local_point((0,self._game._space.gravity[1]*1))
self._poly.collision_type = 4
super().__init__(game, 0.02) # mass of 0.02
self.radius = 2 # raindrop radius 2px
self.color = pygame.Color(0,0,255,1) # raindrop color blue
self._poly = pymunk.Circle(self._body,self.radius) # create physics object
self._maxTime = maxTime # death timer
self._startTime = pygame.time.get_ticks() # creation time
self.destroy = False # death flag
self._game._space.add(self._body,self._poly) # add self to simulation
self._body.position = self._game.camera.translate((random.randint(0,self._game.windowSize[0]),0)) # spawn randomly at top of screen
self._body.apply_force_at_local_point((0,self._game._space.gravity[1]*1)) # push raindrop downward
self._poly.collision_type = 4 # set type so as not to interact with the player
def update(self):
"""
This function is called every frame and checks if the raindrop should die because it is out of bounds, or it is too old.
"""
t = pygame.time.get_ticks()
dt= t - self._startTime
if (dt > self._maxTime):
dt= t - self._startTime # calculate delta from creation
if (dt > self._maxTime): # kill if too old
self.destroy = True
if self._game.camera.outOfBounds(self.getPos()):
if self._game.camera.outOfBounds(self.getPos()): # kill if offscreen
self.destroy = True
def draw(self):
"""
This function draws the raindrop each frame
"""
if self.visible:
pygame.draw.circle(self._game._screen,self.color,self._game.camera.translate(self._body.position),self.radius)
def delete(self):
"""
This function removes the raindrop from the physics simulation
"""
self._game._space.remove(self._body,self._poly)
class Rain(object):
def rainCollisionHandler(self, arbiter, space, data):
print('thing')
"""
This function activates when rain hits the player and ensures they do not interact
"""
return False
def __init__(self,game,maxDrops = 10,maxTime = 15000, dropRate=400):
self.dropList = [RainDrop(game, maxTime)]
self.lastSpawn = pygame.time.get_ticks()
self.maxDrops = maxDrops
self.maxTime = maxTime
self.dropRate = dropRate
self.game = game
self.raining = True
self.dropList = [RainDrop(game, maxTime)] # list of raindrops
self.lastSpawn = pygame.time.get_ticks() # time last raindrop was spawned
self.maxDrops = maxDrops # maximum raindrops at a time
self.maxTime = maxTime # maximun time a raindrop can exist
self.dropRate = dropRate # milliseconds between raindrops
self.game = game # game object
self.raining = True # toggle new rain
self.collisionHandler = game._space.add_collision_handler(3,4)
self.collisionHandler = game._space.add_collision_handler(3,4) # keeps raindrops from interacting with the player
self.collisionHandler.begin = self.rainCollisionHandler
def update(self):
"""
This function is called every frame and is what creates and destroys raindrops
"""
t = pygame.time.get_ticks()
dt= t - self.lastSpawn
dt= t - self.lastSpawn # delta since last drop spawned
if self.raining:
if (len(self.dropList) < self.maxDrops and dt > self.dropRate):
self.dropList.append(RainDrop(self.game, self.maxTime))
self.lastSpawn = t
if (len(self.dropList) < self.maxDrops and dt > self.dropRate): # create a raindrop if there is room, and the time has passed
self.dropList.append(RainDrop(self.game, self.maxTime)) # create drop
self.lastSpawn = t # reset counter
for raindrop in self.dropList:
raindrop.update()
if (raindrop.destroy == True):
raindrop.update() # make drops check if they should die
if (raindrop.destroy == True): # delete drops whose time has come
self.dropList.remove(raindrop)
raindrop.delete()
del raindrop
else:
raindrop.draw()
raindrop.draw() # draw all alive drops
class Level(object):
"""
@ -163,15 +248,36 @@ class Level(object):
Creates and destroys a level from a JSON file.
"""
def platformCollisionHandler(self, arbiter, space, data): # allow player to jump again on collision with platform
self._game.player.canJump = True
return True # make player collide
def __init__(self, levelFilePath: str, game):
self._levelFilePath = levelFilePath
self._levelFile = open(self._levelFilePath, 'r')
self.level = json.load(self._levelFile)
self._game = game
levelf = open(levelFilePath)
leveltxt = levelf.read()
levelf.close()
self.level = json.loads(leveltxt)
#self.level = json.loads('{ "platforms": [ { "pos1": [ 200, 200 ], "pos2": [ 200, 350 ], "width": 4, "color": "" }, { "pos1": [ 100, 140 ], "pos2": [ 150, 160 ], "width": 4, "color": "" }, { "pos1": [ 350, 370 ], "pos2": [ 200, 350 ], "width": 4, "color": "" }, { "pos1": [ 200, 200 ], "pos2": [ 100, 200 ], "width": 4, "color": "" }, { "pos1": [ 100, 50 ], "pos2": [ 0, 100 ], "width": 4, "color": "" }, { "pos1": [ 0, 500 ], "pos2": [ 0, 100 ], "width": 4, "color": "" }, { "pos1": [ 0, 500 ], "pos2": [ 500, 500 ], "width": 4, "color": "" }, { "pos1": [ 500, 500 ], "pos2": [ 500, -100 ], "width": 4, "color": "" }, { "pos1": [ 0, -100 ], "pos2": [ 500, -100 ], "width": 4, "color": "" }, { "pos1": [ -150, 100 ], "pos2": [ -50, 1000 ], "width": 4, "color": "" }, { "pos1": [ 300, 1000 ], "pos2": [ -50, 1000 ], "width": 4, "color": "" }, { "pos1": [ 350, 1000 ], "pos2": [ 450, 1000 ], "width": 4, "color": "" }, { "pos1": [ 750, 1000 ], "pos2": [ 650, 1000 ], "width": 4, "color": "" }, { "pos1": [ 870, 900 ], "pos2": [ 900, 850 ], "width": 4, "color": "" }, { "pos1": [ 1200, 850 ], "pos2": [ 1000, 850 ], "width": 4, "color": "" }, { "pos1": [ 1350, 850 ], "pos2": [ 1900, 850 ], "width": 4, "color": "" } ], "obstacles": [ { "pos": [ 300,300 ] } ], "playerSpawn": [200,400], "checkpoints": [ { "pos": [20,900] } ], "switches": [ { "pos": [1150,800] } ], "text": [ { "text": "a and d to move", "pos": [20,420], "color": "" }, { "text" : "w to jump", "pos" : [380,420], "color" : "" }, { "text" : "jump on box for checkpoint", "pos" : [50,900], "color" : "" }, { "text" : "congratulations, you made it to the end", "pos" : [1350,800], "color" : "" }], "upperLimit": 1500,"lowerLimit":-500 }')
self._game = game # game object
self.collisionHandler = game._space.add_collision_handler(3,5) # allow player to jump on collision
self.collisionHandler.begin = self.platformCollisionHandler
def start(self):
"""
This function starts the level, and spawns in all level objects
"""
for platform in self.level['platforms']:
self._game._shapes.append(Platform(self._game,platform['pos1'],platform['pos2'],platform['width'] or 4,platform['color'] or (0,0,0,1)))
box = Platform(self._game,platform['pos1'],platform['pos2'],platform['width'] or 4,platform['color'] or (0,0,0,1)) # create platform object based on data
box._poly.collision_type = 5 # specify as a platform collision type
self._game._shapes.append(box) # add object to the game
for text in self.level['text']:
textObj = Text(self._game,text['text'],text['pos'],text['color'] or (0,0,0,1))
self._game._shapes.append(textObj)
for checkpoint in self.level['checkpoints']:
check = Checkpoint(self._game,checkpoint['pos'])
self._game._shapes.append(check)
class Player(Circle):
"""
@ -179,23 +285,33 @@ class Player(Circle):
implements the player that can move and jump
"""
def __init__(self, game):
super().__init__(game, 13, (255,0,0,1))
self.setPos(random.randint(0,self._game.windowSize[0]),0)
self._poly.collision_type = 3
self.moveRight = False
self.moveLeft = False
super().__init__(game, 13, (255,0,0,1), friction = .2, elasticty = 0.0)
self._poly.collision_type = 3 # specify to collide as a player
self.moveRight = False # is d pressed
self.moveLeft = False # is a pressed
self.setPosList(self._game.level.level['playerSpawn']) # set position to level start
self.canJump = True # can the player jump
def jump(self):
self._body.apply_force_at_local_point((0,-15000))
print('jump')
"""
This function makes the player jump if it can
"""
if self.canJump: # if the player can jump
self._body.apply_force_at_world_point((0,-15000), (self.getPos()[0],self.getPos()[1])) # shove the player up. uses world point to apply force in same direction regardless of direction
self.canJump = False # the player can no longer jump
def draw(self):
"""
This function is called every frame and draws the player
"""
super().draw()
if self.moveLeft:
self._body.apply_force_at_local_point((-200,0))
if self.moveRight:
self._body.apply_force_at_local_point((200,0))
if self.getPos()[1] > self._game.level.level['upperLimit'] or self.getPos()[1] < self._game.level.level['lowerLimit']: # respawn the player if fallen out of map
self._body._set_velocity([0,0]) # zero player velocity
self.setPosList(self._game.level.level['playerSpawn']) # go to spawnpoint
if self.moveLeft: # is a pressed
self._body.apply_force_at_world_point((-200,0), (self.getPos()[0],self.getPos()[1])) # shove player left
if self.moveRight: # is d pressed
self._body.apply_force_at_world_point((200,0), (self.getPos()[0],self.getPos()[1])) # shove player right
class Mouse(Thing):
"""
@ -204,15 +320,17 @@ class Mouse(Thing):
"""
def __init__(self,game):
super().__init__(game)
self._body = pymunk.Body(body_type=pymunk.Body.STATIC)
self._poly = pymunk.Circle(self._body,60)
self._game._space.add(self._body,self._poly)
self._body = pymunk.Body(body_type=pymunk.Body.STATIC) # unaffected by gravity
self._poly = pymunk.Circle(self._body,6) # create physics shape
self._game._space.add(self._body,self._poly) # add to simulation
def draw(self):
mouse = pygame.mouse.get_pos()
print(mouse)
self.setPos(mouse[0],mouse[1])
pygame.draw.circle(self._game._screen,(0,0,0,1),self._body.position,6)
"""
This function is called every frame and draws the mouse to the screen. It also ensures the mouse is on the mouse
"""
mouse = pygame.mouse.get_pos() # get mouse position
self.setPosList(mouse) # go to mouse
pygame.draw.circle(self._game._screen,(0,0,0,1),(int(self._body.position[0]),int(self._body.position[1])),6)
class RiseToFall(object):
"""
@ -221,101 +339,92 @@ class RiseToFall(object):
def __init__(self) -> None:
# create space
self._space = pymunk.Space()
self._space.gravity = 0,300
self.windowSize = (400,600)
self._space = pymunk.Space() # physics arena
self._space.gravity = 0,300 # gravity
self.windowSize = (400,600) # size of window w,h
# initialize pygame
pygame.init()
self._screen = pygame.display.set_mode(self.windowSize, pygame.RESIZABLE)
self._clock = pygame.time.Clock()
self._screen = pygame.display.set_mode(self.windowSize, pygame.RESIZABLE) # set window size and enable resizing
self.clock = pygame.time.Clock()
# set caption
pygame.display.set_caption("rise to fall")
self._running = True
self._shapes = []
self._shapes = [] # list of objects
box = Platform(self, (100,140), (150,160))
self._shapes.append(box)
# font = pygame.font.SysFont("Arial",16)
self.font = pygame.font.SysFont("Arial.ttf",36) # font
self.camera = Camera(w=self.windowSize[0],h=self.windowSize[1])
self.camera = Camera(w=self.windowSize[0],h=self.windowSize[1]) # initialize camera
self.rain = Rain(self) # initialize rain
#self._shapes.append(Mouse(self)) # initialize mouse
self.rain = Rain(self)
self._shapes.append(Mouse(self))
self.player = Player(self)
self._shapes.append(self.player)
self.camera.track(self.player)
self.level = Level('testlevel.json',self)
# load and start the first level
self.level = Level('src/levels/testlevel.json',self)
self.level.start()
self.camera.setBounds(self.level.level['upperLimit'],self.level.level['lowerLimit'])
# set draw options
self._print_options = pymunk.pygame_util.DrawOptions(self._screen)
def _createBox(self):
body = pymunk.Body(1,1666)
body.position = 50,100
poly = pymunk.Poly.create_box(body)
self._space.add(body, poly)
# create player
self.player = Player(self)
self.camera.track(self.player)
def _processEvents(self):
"""
This function is called every frame and handles events such as keyboard input
"""
for event in pygame.event.get():
if event.type == pygame.QUIT:
if event.type == pygame.QUIT: # close button on window
self._running = False
if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE:
if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE: # exit if escape pressed
self._running = False
if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE:
#self._createBox()
shape = Circle(self, 10)
shape.setPos(random.randint(0,400),0)
shape.color = pygame.Color(255,0,255,1)
self._shapes.append(shape)
if event.type == pygame.KEYDOWN and event.key == pygame.K_SPACE: # invert gravity on spacebar
self._space.gravity = (self._space.gravity[0]*-1,self._space.gravity[1]*-1)
self.rain.raining = not self.rain.raining
if event.type == pygame.KEYDOWN and event.key == pygame.K_a and self.player:
if event.type == pygame.KEYDOWN and event.key == pygame.K_a and self.player: # begin moving left
self.player.moveLeft = True
if event.type == pygame.KEYDOWN and event.key == pygame.K_d and self.player:
if event.type == pygame.KEYDOWN and event.key == pygame.K_d and self.player: # begin moving right
self.player.moveRight = True
if event.type == pygame.KEYUP and event.key == pygame.K_a and self.player:
if event.type == pygame.KEYUP and event.key == pygame.K_a and self.player: # stop moving left
self.player.moveLeft = False
if event.type == pygame.KEYUP and event.key == pygame.K_d and self.player:
if event.type == pygame.KEYUP and event.key == pygame.K_d and self.player: # stop moving right
self.player.moveRight = False
if event.type == pygame.KEYDOWN and event.key == pygame.K_w and self.player:
if event.type == pygame.KEYDOWN and event.key == pygame.K_w and self.player: # jump
self.player.jump()
if event.type == pygame.VIDEORESIZE:
if event.type == pygame.VIDEORESIZE: # resize if window moved
self._screen = pygame.display.set_mode((event.w, event.h), pygame.RESIZABLE)
self.camera.h = event.h
self.camera.w = event.w
def _drawEntities(self):
"""
This function is called every frame and draws all objects
"""
for shape in self._shapes:
shape.draw()
self.player.draw()
def run(self):
"""
Main game loop
"""
while self._running:
self._processEvents();
self.camera.update()
self._space.step(0.02)
self._screen.fill(pygame.Color("white"))
# self._space.debug_draw(self._print_options)
self.rain.update()
self._drawEntities()
pygame.display.flip()
self._processEvents() # process keyboard input
self.camera.update() # make camera pan
self._screen.fill(pygame.Color("white")) # clear screen
#self.rain.update() # process rain TODO: remove or fix
self._drawEntities() # draw entities
pygame.display.flip() # write to screen
self._space.step(0.02) # increment simulation
self.clock.tick(60)
if __name__ == "__main__":
if __name__ == "__main__": # run game if called directly
game = RiseToFall()
game._createBox()
game.run()

View file

@ -1,55 +0,0 @@
{
"platforms": [
{
"pos1": [
200,
200
],
"pos2": [
200,
350
],
"width": 4,
"color": ""
},
{
"pos1": [
200,
350
],
"pos2": [
300,
350
],
"width": 4,
"color": ""
}
],
"obstacles": [
{
"pos": [
300,300
]
}
],
"playerSpawn": [200,400],
"checkpoints": [
{
"pos": [300,300],
"size":[20,20]
}
],
"switches": [
{
"pos": [300,300],
"rotation": 0
}
],
"text": [
{
"text": "a and d to move",
"pos": [100,100],
"size": 14
}
]
}